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RSDK-1059 Add ParallelProjectionOntoXZwithRobotMarker for SLAM visualizations #1762
RSDK-1059 Add ParallelProjectionOntoXZwithRobotMarker for SLAM visualizations #1762
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Given that one of the most likely reasons for
stats.Mean
& other aggregate math functions to return an error is for the slice passed in to be of length 0, which would only happen if the pointcloud had 0 elements it: In order to return more meaningful errors to end users, would it make sense to check the pointcloud is not empty before proceeding past this point & if so, returning an error, blank image, or whatever else is appropriate?Otherwise the end user would get an error about math errors, which will probably be difficult for the to parse & infer that it is due to the fact that their slam algo returned an empty pointcloud.
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If the scale factor is 0 this will return an image which is black right? Is that ever useful to an end user or would it be better to return an error in this case?
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[nit] could we please call
x >= 0 && x < imageWidth && y >= 0 && y < imageHeight
a variable like:pointWithinImageStandardDeviation
so it is clear that this is where we are filtering out points which fall outside of the image borders as they are not within the standard deviation?There was a problem hiding this comment.
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If the robot marker is outside of the standard deviation does this still do the right thing?
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Do we foresee ever truly implementing these other 2 interface methods on
*ParallelProjectionOntoXZWithRobotMarker
?If not, why do we need to implement this interface at all?
As a user I would find it very confusing to have an interface instance which implements 2/3rds of an interface in name only.
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The benefit of using an interface here is that any function (say in vision) that can use a Projector will ca able to inherently use this ParallelProjectionOntoXZwithRobotMarker as well.
Example
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That makes sense. I guess I'm used to interface satisfaction being an all or nothing thing where, only implementing some of the interface requirements may yield unpredictable or incomplete functionality. I wasn't sure if that was the case here & if it is the case if we are ok with it as we plan on implementing these functions later.
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Why are we subtracting 0 from
hitThreshold
? Isn't this a no op?Also, are these shades intended to mean anything? I.e. does more green mean something than less green, or are we just trying to make different probabilities in the 3 different buckets distinct from each other? If more green / less green or more glue / less blue is intended to mean something in the current form, can you please add that intent to the comment?
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Why are we subtracting 0 from hitThreshold? Isn't this a no op?
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Won't
prob - hitThreshold
result in a negative number here? Won't that result in a panic?There was a problem hiding this comment.
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Doesn't this allow for divide by zero errors, which will cause a panic?
e.g.
xRange
== 10zRange
== 0